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    Tuesday, August 11, 2020

    Factorio Weekly Question Thread

    Factorio Weekly Question Thread


    Weekly Question Thread

    Posted: 10 Aug 2020 11:05 AM PDT

    Ask any questions you might have.

    Post your bug reports on the Official Forums


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    submitted by /u/AutoModerator
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    Mesmerising to watch 1500 robots doing their thing

    Posted: 10 Aug 2020 11:50 PM PDT

    Automating basic circuits: Vanilla vs Pyanodon

    Posted: 11 Aug 2020 01:52 AM PDT

    My friend had a meltdown after visiting my factory. Apparently not planning things out is bad for efficiency.

    Posted: 11 Aug 2020 04:52 AM PDT

    63 hours deep into a Krastorio 2 play through

    Posted: 10 Aug 2020 10:19 AM PDT

    Version 0.18.47

    Posted: 11 Aug 2020 03:42 AM PDT

    Bugfixes

    • Fixed that editing upgrade planner and deconstruction planner didn't work directly in the blueprint library. more

    Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

    submitted by /u/FactorioTeam
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    Twist it! My personal journey on how I stopped caring about straight lines and started embracing the hidden potential of diagonal factory builds. (In blueprintbooks now)

    Posted: 10 Aug 2020 12:34 PM PDT

    Took 105 hours and finally launched a rocket into space. Now focusing on base optimization and self-sufficient

    Posted: 10 Aug 2020 09:05 PM PDT

    My sulfuric acid setup - Takes in two belts each of iron and sulfur

    Posted: 11 Aug 2020 03:30 AM PDT

    How do y’all stop the feeling of getting “overwhelmed” while playing

    Posted: 10 Aug 2020 10:19 PM PDT

    I love the pace of the early game. setting up blocks for smelting, rudimentary red and green science, trying to automate the basics temporarily to start building but the problem is once i get to around military or blue science, i start to feel overwhelmed with the things to do to get those sciences up and running in part because usually by that point my starter resources are starting to get low and i need to set up a mining outpost and part because of oil processing and part because i feel like i didn't plan well enough or leave enough space for myself.

    submitted by /u/That_one_guy445
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    You should play with increased research prices (+tips)

    Posted: 10 Aug 2020 10:45 AM PDT

    You should play with increased research prices (+tips)

    I've been playing a game with 100x research prices and I'm having the most fun since my very first freeplay base. Two reasons it's great:

    1. Increased prices slows down your progression and forces you to use all the tools available to you. This was the first game where I was super excited to unlock non-explosive rockets and level 2 modules.
    2. My favorite part of factorio is the megabase stage, where you need to focus on throughput. Increased prices basically means you have to build a megabase from the very beginning red/green science stage.

    Some tips for a research cost multiplier playthrough:

    • Needless to say, this is meant for experienced players. Increasing research prices is a way to add difficulty other than adding complexity mods like Bob/Angel's.
    • To increase research prices, when setting up a new game, set the "Price multiplier" option under Advanced->Technology. Marathon mode defaults to 4x prices; you can use 20x for a challenge beyond Marathon mode, or 100x if you're feeling masochistic.
    • It's a good idea this console command to start with automation researched. Hand-crafting 1000 red science isn't very fun.
      • game.player.force.technologies['automation-science-pack'] = true
      • If you're using other mod packs, you may need different research; for example, you'll need this command for Krastorio 2.
      • game.player.force.technologies['kr-automation-core'] = true
    • I recommend greatly increasing ore richness in map generation. Otherwise, you'll need to expand before you have trains to transport ore, or weapons to clear biters. EDIT: Also, decrease evolution rate, or biters will evolve faster than your military tech. (I used 600% ore richness and evolution pollution factor 1 (default is 9)).
    • EDIT: Use starting bots so you don't need to place everything by hand. You can use Construction Drones, Nanobots or Krastorio 2's starter power armor.

    Give it a try!

    My 300spm red+green science base at 20 hours in, from a Krastorio 2 game with 100x research prices. Some highlights: (1) A giant lane of belts (top left) to bring ore from a far-away patch (no trains yet), since my starting patches ran out almost immediately. (2) Smelters fed by wood greenhouses (top middle), since there isn't enough coal and Rampant Biters are murdering my basic turrets. (3) A massive wind farm (bottom middle) to feed a huge array of Krastorio's power-hungry labs (bottom right).

    85 hours in, finished purple science and working on yellow, producing at (intermittent) 900spm.

    submitted by /u/mlibbrecht
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    40hrs in on Bobs+Angels (Peaceful cause B+A is already hard enough for me)

    Posted: 10 Aug 2020 11:49 PM PDT

    Version 0.18.46

    Posted: 10 Aug 2020 12:03 PM PDT

    Graphics

    • Electric mining drill graphics now fill bounding box more accurately.

    Bugfixes

    • Fixed hovering over unit that was going toward an entity would crash if the entity was destroyed. more
    • Fixed crashes/desyncs related to various different operations on a shelf of a player that just joined, and his blueprint shelf meta-data hasn't be synchronized yet.
    • Fixed crashes/desyncs related to swapping item with a blueprint/book in the blueprint library that is not yet fully transferred into the game. more
    • Fixed electric mining drill circuit connection graphics.
    • Fixed crash when picking up something using the quickbar while setting up a blueprint from the inventory.
    • Fixed that blueprint book GUI was scrolling to the top whenever something was done. more

    Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental.

    submitted by /u/FactorioTeam
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    My little lab design

    Posted: 11 Aug 2020 08:24 AM PDT

    My little lab design

    Something small but I've always been proud of my spaghetti lab design.Every science pack has a discrete conveyor side and they loop around without going to the other side of the conveyor belt and getting mixed up, ensuring optimal efficiency. This was made before I'd researched beacons, and that empty bottom track is my lazy addition for the space science pack when I eventually research it lol.

    https://preview.redd.it/3djkkfyo5eg51.png?width=2560&format=png&auto=webp&s=3e0fd891bf6265512608c28abd6a88bebe0a225e

    submitted by /u/Noixo
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    Daughter sat down in front of my game and started adventuring around (peaceful). Starting them young!

    Posted: 10 Aug 2020 06:35 PM PDT

    Gridable with radar coverage solar plant ready for 1.0

    Posted: 10 Aug 2020 01:30 PM PDT

    I tried the Lazy Basterd achievement and almost found out there is no spoon

    Posted: 11 Aug 2020 07:38 AM PDT

    after watching leafys video on factorio i decided to check it out and now after a little less than 20 hours my base looks like this

    Posted: 10 Aug 2020 04:20 PM PDT

    Some inserter stack size testing for train stop offloading - includes spreadsheet, blueprint, pretty pictures

    Posted: 10 Aug 2020 04:36 PM PDT

    I did some testing on how best to stack-limit inserters for a particular train unloading scheme. I thought somebody else might find it useful, so here it is.

    TL;DR: if you unload a train like this, setting your inserter stack sizes to 10/8; 12/11 (underground belts far/near; side belts far/near) maximizes throughput, but still only perfectly compresses one side. Stack sizes of 8/8; 8/8 sacrifice a tiny bit to draw more evenly from the chests on both sides of the track.

    Even if you don't dig on this particular train unloading scheme, half the data is at least somewhat generalizable--loading a fully extended blue underground belt is common enough.

    Full data and blueprint and the bottom.

    The Problems

    I like getting as much throughput from my trains as I can in as little space as possible. That's why I like to offload using chests on both sides but outbound belts only on one side, as above.

    It's pretty well-known (it's on the wiki, anyway) that you can compress one side of a blue belt with two perpendicular stack inserters, the downstream inserter stack-limited to 8. But inserters are notoriously chaotic, and those numbers don't work in other configurations.

    So problem 1, find new numbers to maximize throughput.

    The other problem with this setup is that it tends to draw faster from the far side chests than from the near side ones. If you're cutting your delivery rate close, you can end up almost literally cutting your train-to-chest throughput in half.

    So problem 2, minimize draw differential.

    The Testing

    I set up a test bed to measure inserter and belt throughput. Displays are in items/second, but x100 for precision. Just pretend there's a decimal point in those displays. It can be hard to see with all the circuitry and belt looping, but it's identical to the train offload setup. Most of that networking is incidental, relating to display or convenience rather than data gathering. It works how you'd expect, with memory cells and a clock. No mods, but using the map editor for the convenience of infinity chests.

    I let it run for about 20 minutes, by which point I was seeing sporadic fluctuations of at most .01 items/second in the display. That seemed close enough.

    The Results

    Summarized in the following tables.

    Max Throughput, Underground Side

    Far Near Rate Differential
    10 8 22.51 25.00%
    11 8 22.36 37.62%
    8 8 22.32 0.09%
    12 8 21.64 68.70%
    12 7 21.51 71.46%

    Max Throughput, Belt Side

    Far Near Rate Differential
    12 11 22.31 63.71%
    9 11 22.28 22.80%
    11 8 22.24 46.29%
    8 8 22.18 6.23%
    10 8 22.13 36.43%

    Lowest Absolute Differential, Underground Side, Rate >= 21.5

    Far Near Rate Differential
    8 8 22.32 0.09%
    10 8 22.51 25.00%
    9 8 21.5 26.45%
    11 8 22.36 37.62%
    12 8 21.64 68.70%

    Lowest Absolute Differential, Belt Side, Rate >= 21.5

    Far Near Rate Differential
    7 7 21.55 0.00%
    7 11 22.06 -4.61%
    8 8 22.18 6.23%
    8 11 21.91 9.06%
    8 9 21.71 11.19%

    Full data and extended summary available in a Google spreadsheet here.

    Blueprint for the test bed here. Requires map editor mode for infinity chests. Start the clock/counters by setting C = 1 in the constant combinator in the upper right corner. I didn't bother adding a reset line, so just set C to 0 and pick up the clock cell if you really need to reset. Item counts will reset with C = 0. Set T and B (for top and bottom, i.e., far and near, before I realized top/bottom/left/right was needlessly ambiguous) in the to display the numbers for a particular stack size combo.

    Bonus picture of my cat for making it this far.

    submitted by /u/Checkrazor
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    Planning a Krastorio 2 run, have a few questions

    Posted: 11 Aug 2020 03:25 AM PDT

    I'm planning a Krastorio 2 run for my next factory after being away for a good few months, but have a few questions for people with experience of it.

    1. My past few factories have been with Angel's + Bob's so I know about complex recipe mods, how does Krastorio 2 compare? I gather it's a bit simpler, but is that down to less products and/or less recipes for a product?
    2. Is there a way to void excess products, in particular gases in Krastorio 2? That was one of my least enjoyable parts of A+B, trying to balance 101 different gases/fluids!
    3. I was considering an LTN based rail grid this time (never used a rail grid before), are there any go to blueprints for a good chunk-aligned rail grid?
    4. Kinda opposite from the previous point, but is a main bus viable in Krastorio 2? I haven't done one since I moved to A+B as that got too messy very quickly!
    5. Do you think it would be worth waiting for version 1.0 to be released or just get on with it? From what I gather there won't be any big changes for 1.0, it'll almost be a small patch where 0.18.X will change to 1.0... or have I got that wrong?
    6. Finally any other mods that you can suggest (I already use most of the 'standard' QoL ones). I always like to see what other mods people are enjoying.

    Thanks very much

    submitted by /u/XELANAMYT
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    Will the game continue getting updates after 1.0?

    Posted: 10 Aug 2020 05:38 PM PDT

    Such as DLC and new content, not just bug fixes.

    submitted by /u/ferrisboy1
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    130 hours into my Krastorio 2 rail grid.

    Posted: 10 Aug 2020 08:52 PM PDT

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